Posts Tagged ‘Patch’

Arcraiding, Take Fourty Three

Alright, SO. Things have changed for raiding arcane mages again. Again.

Short version:

  • Ditch Glyph of Arcane Power, grab Glyph of Arcane Missiles
  • Arcane Missiles is your go to spell, not Arcane Barrage
  • Arcane Stability is even more important now
  • Mage Armor (and it’s corresponding glyph) is better than ever

Got all that? Good, moving on to the massive walls of text.

Right now, Arcane Barrage is a wee bit nerfed. The coefficient of the spell was adjusted in a downward direction, and nothing else about the spell was buffed to compensate. Nerf.

However, Arcane Missiles recieved a buff. There is now a new Glyph of Arcane Missiles that buffs up the critical strike damage bonus of AM by 25%.

I currently do not know if this extra crit damage is additive or multiplicative. In either case, this glyph is a fairly hefty boost to AM damage. So much so, that with ABarr being nerfed, AM actually replaces ABarr in the arcane rotation. (more…)

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I’m Like a Prophet or Something

Can I call it, or what?

So yeah, in case you haven’t noticed, the nerf bat has swung and arcane was smacked upside the head.

First, as I foretold, the ability to clip Arcane Missiles to sneak in an ABarr (so both benefit from the stacked ABlast buff) has been removed.

Arcane Missiles consumes the charges immediately, rather than at the end of the spell.

Alas, Arcane Shatter. I barely knew thee.

This means, of course, that if an arcane mage gets struck by something while they’re channeling AM, and they don’t have Arcane Stability, they just lost the whole stack for basically nothing. ‘Course, you’ll still lose the whole stack if you get countered or silenced, but that can’t really be prevented.

Losing damage to random AoE crap is, however. Arcane Stability is worth the points. And if there’s a Holy Paladin sporting Concentration Aura that you can count on (even better if they’re specced for it), you can afford to go with four or even three points into Arcane Stability. (more…)

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Nuke Them From Orbit!

It’s the only way to be sure.

I had a dream where I was a Discipline priest, healing my arse off in battlegrounds. Bubbles, Flash Heal, and Penance were hurled about like free candy.

There were even incredibly specific moments, like Mass Dispelling a mage out of Ice Block and keeping a warrior dispelled so he could kill it.

Hell, there was even the damn “Horde wins!” at the end, showing me as #2 on the healing meters. A Shaman beat me. Nerf imaginary Chain Heal.

Queued up again, and OH MAN the same warrior was there. I attached myself to him like some sort of cloth wearing leech. Big ol’ Tauren warrior named “Beefy McLargeHuge.” Apparently you can name yourself whatever you want in imaginary WoW.

Halfway through, my priest was literally just sitting in the guy’s head.

I’ve never played a Discipline priest, or a priest in PvP. What the hell, brain? (more…)

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Facelift Gets an Arcane

The new face of arcane.

The new face of arcane.

3.0.8 has been released, and hopefully by now you’ve been able to experience the joy of crashing servers and the pain of watching your friends all go offline while you sit safely in an instance server.

Or something like that, anyways.

I’ve talked about this before, but the patch is here now, so it’s all official “this is how it works” now, until the next patch anyways.

The easiest way to think of it is that Arcane now functions off of a combo point system. I’m sure everyone out there is familiar with what, exactly, the ABlast buff actually does.

In case you don’t, here’s a recap:

Arcane Blast now increases the damage of the next Arcane spell by 15%. However, using Arcane Blast itself does not consume the charge itself. Each time you cast Arcane Blast, the damage of Arcane spells is increased by 15% and the mana cost of Arcane Blast is increased by 200%. This effect stacks up to 3 times and lasts 10 seconds or until any Arcane damage spell except Arcane Blast is cast.

Simple, right?

It’s actually extremely intuitive if you play around with it. (more…)

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(Shamelessly stolen from Doofy the Paladin, World of Matticus, BigRedKitty, and probably a bajillion other bloggers.)

Not to be confused Alphabet Soup, Delphibet Soup’s younger, insane sibling.

Alphabet Soup has the unique property of spewing gibberish when asked questions.

Delphibet Soup has the unique property of giving highly accurate predictions, whether you ask it or not. 75% accuracy, according to the bowl here.

You have no idea how difficult it was to make the “%” sign with a single noodle. Maybe if I sharpened the spoon…


/afk hospital

I’ll let the Soup take over from here, shall I? (more…)

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Torment the Weak! And Stuff…

I’ve been waiting a while to talk about this, just to see if there were going to be any further adjustments to how TTW works.

Apparently, there aren’t any, so here I go.

Torment the Weak

Frostbolt, Fireball, Frostfire Bolt, Arcane Missiles, Arcane Blast, and Arcane Barrage deal 12% more damage to snared or slowed targets.

This, this little talent right here, is likely to be the biggest change to the arcane tree this up and coming patch.

The current version of TTW only activates on snared targets. A snare is something along the lines of, say, Frostbolt, Slow, Mind Flay, Concussive Shot. Thus, the talent is very powerful in PvP where it’s nearly a guarantee that your target is affected by some sort of snare.

The problem is that it isn’t viable for raiding. Bosses are, of course, immune to nearly every single snare in the game. In fact, the only snare that actually worked was… Slow.

And so arose some strange strategies. A deep arcane mage, for instance, could guarantree themselves an extra 12% damage as long as they kept Slow active on the boss in question.

It is here that the term “Slow slave” originated. (more…)

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It’s a strange feeling, sleeping for roughly fourteen hours without interruption. I think this is what time travel will be like. The whole family is up and about doing things… and then all of a sudden, the whole family is up and about doing things.


Feeling much better now thank you. Should be able to function in a virtual world again. Though abrupt camera changes (going underwater, suddenly hitting a tree or something that zooms you way the hell in) still causes Operation Vomit. Movies like Cloverfield are right out.

Walking is no longer an issue. Normally. My sense of balance is (to put it nicely) totally frucked up. If I stand up straight and close my eyes, I immediately start tipping to the left in order to compensate for an imbalance that doesn’t exist. Tipping fast. I’m talking my torso is at a 45 degree angle in a second or less.

Don’t worry, I’ve had this several times before. It usually passes in a few days.

One time in Biology class, right at the end of the day, mere minutes before class ended, the room started spinning extremely fast. There was no warning. No compromise. (more…)

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We Can Haz Feedback?

I’m sorry to those who have a little spasm every time they see something like “O NOES!”. Really, I am. But english must be butchered IN THE NAME OF SCIENCE.

Thoughts from the arcanes about developer stuff. No wait-

If Arcane is overpowered at all, it is nowhere near to the level that Retribution was. Sorry. This isn’t a contest to see who can get the least or most nerfs.

Let me be the first to say: Ha Ha! Suck it, ya damn bastards! I like the sound of “if” and “nowhere near”. Obviously, this means that the arcane we mages currently enjoy in PvP is going to be around for a little while longer. And happily, this means when the nerf does come, it isn’t going be very hard. Not so much a nerf bat, maybe a nerf plushie. (more…)

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Nerfing Slow? Really?

On Arcane being overpowered:

Arcane barrage isnt the problem. Slow is the problem. Reduce its pvp duration to 10 seconds.

~ Some guy named Bloone

We are strongly considering this

~ Some guy named Ghostcrawler
Ya know, I find that Arcane seems to be falling into the exact same pattern that Retribution has. Both trees were, roughly speaking, abysmal for PvP. Even in specific compositions designed purely to take advantage of what few strengths they did have, they were rarely successful and incredibly difficult and frustrating to play.

Mages and Paladins actually have a few shared issues in PvP. The one thats pertinent here was the need to stop moving and cast. Arena combat is incredibly hostile towards spells that have a cast time. This is why Paladin healers consistently failed in high end arena. This is why high end frost mages tend to avoid casting frostbolt. Stopping to cast Polymorph is already risky enough. (more…)

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Never Forget

Each grey circle marks the grave of a former zombified player. Looks like the hunter talent “Lock and Load” made it live just in time.

I wish I had a shotgun… at least I have my rocket launcher.

There needs to be more zombie movies with rocket launchers. Or grenades. Or flamethrowers. I mean, a fire mage with engineering and armed with a rocket launcher is fairly close, but I need more, you know?

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